jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
February 11, 2018
Graphics Programming weekly - Issue 26 — February 11, 2018

The Peak-Performance Analysis Method for Optimizing Any GPU Workload [wayback-archive]

  • how to use GPU counters to detect interactions between different hardware blocks
  • discussion of case studies
  • walkthrough of analysis, code examples to show optimizations and discussion of results

Pre-Multiplied…

840 views
jendrikillner
February 04, 2018
Graphics Programming weekly - Issue 25 — February 4, 2018

Optimized Swapchain in Vulkan [wayback-archive]

  • discussion of different approaches, overview of strengths and weaknesses
  • recommends splitting command buffers into two groups
    • pre-acquire (everything that doesn’t write into the swapchain)
    • post-acquire (everything that writes into the swapchain)
  • a…
889 views
jendrikillner
January 28, 2018
Graphics Programming weekly - Issue 24 — January 28, 2018

Tightening Up the Graphics: Tools and Techniques for Debugging and Optimization

  • aimed at beginners in graphics programming
  • overview of common problems and causes
  • renderdoc explanation
    • feature and interface overview
    • how to use it to detect problems
  • GPU perf studio and how to profile your applica…
887 views
jendrikillner
January 21, 2018
Graphics Programming weekly - Issue 23 — January 21, 2018

Experiments in GPU-based occlusion culling part 2: MultidrawIndirect and mesh lodding [wayback-archive]

  • using DrawIndexedInstancedIndirect (on AMD and Nvidia with API extensions)
    • all vertices in large buffers with manual vertex fetch in the vertex shader
  • how to integrate level of detail for mes…
961 views
jendrikillner
January 14, 2018
Graphics Programming weekly - Issue 22 — January 14, 2018

The Rendering of Middle Earth: Shadow of Mordor [wayback-archive]

  • gbuffer breakdown
  • blood rendering as gbuffer modifier
  • tessellation
    • uses a point cloud as input and a tessellation shader calculates the polygons
  • SSAO has two distinct channels that get applied to specular and diffuse separately
  • t…
868 views
jendrikillner
December 17, 2017
Graphics Programming weekly - Issue 21 — December 17, 2017

Unreal Engine 4 Rendering Part 1: Introduction [wayback-archive]

  • focus on the deferred shading pipeline
  • settings required for good development experience
  • how data is passed from updated thread -> engine thread -> gpu
  • how shader system is structured
  • binding between HLSLS and C++
  • how the corr…
868 views
jendrikillner
December 10, 2017
Graphics Programming weekly - Issue 20 — December 10, 2017

White Paper: Foveated Rendering [wayback-archive]

  • overview of typical VR rendering pipeline
  • lens distortion causes pixels towards the edges to be distorted more
  • Foveated takes advantage of this and uses a variable quality across the screen
  • how to implement it using the opengl multiview extension
915 views
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jendrikillner
December 03, 2017
Graphics Programming weekly - Issue 19 — December 3, 2017

PIX 1711.28 – GPU memory usage, TDR debugging, DXIL shader debugging, and child process GPU capture [wayback-archive]

  • can track d3d12 heap usage during timing captures
  • experimental TDR (Timeout Detection and Recovery) debugging support
  • shader debugging for DXIL (new intermediate shader language)
873 views
jendrikillner
November 26, 2017
Graphics Programming weekly - Issue 18 — November 26, 2017

Decima engine: visibility in horizon zero dawn [wayback-archive]

  • seperate system for statics and dynamics
  • world broken into tiles
  • sort key is used to define clusters
    • lod ranges, filter masks
    • morton numbers for spatial partioning
  • tile/cluster culling on the CPU
    • launch one GPU culling job for ea…
886 views
jendrikillner
November 19, 2017
Graphics Programming weekly - Issue 17 — November 19, 2017

Last Week on DirectX Shader Compiler (2017-11-14) [wayback-archive]

  • support for explicitly sized types 16 to 64 bits
  • spir-v improvements

Embree v2.17.1

  • Improved performance of occlusion ray packets by up to 50%

Experiments in GPU-based occlusion culling [wayback-archive]

  • An GPU occlusion syst…
872 views
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